Homebrew Canis Species Details

Loyal, Affectionate, and Intelligent. These three traits have been used to describe dogs across the world since the beginning of their partnerships with other races. The creator of the Canis people was the god Animamalia, known by many as 'Mother Nature'. She had noticed the incredible bonds that dogs had managed to create with just about every other race on the planet, and chose to create the Canis people. With the intelligence and dexterity of humanoids, and the traits of their greatest companions, Canis were intended not only to form deep bonds with one another, but as well as with any other intelligent species.

Canis are known to be single-minded yet excitable, often said to have "such big feelings over such little things", and almost any task at hand is done at 100% effort. All Canis have an inclination to create unbreakable bonds with those they are closest with, and often have what seems to be unspoken brotherhoods between individuals they may have never even met before. Canis can come in a multitude of sizes, with some breeds standing at only 3 feet tall whilst others can reach heights of up to 7 feet. The size and breed of Canis not only affects their disposition, but also their lifespan; With ages ranging from roughly 120 years to 190 years depending on breed and size, with the longer lived Canis lying on the smaller end of the size spectrum.

Canis Traits

As a Canis, you have the following species traits, and more depending on your Canine Ancestry

Animamalia's Gift

You can cast speak with animals at will, without expending a spell slot.

BIte

Behind your jowls lie sharp fangs you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

 

Howl

You let out a howl towards the sky that bolsters and inspires your allies. As a bonus action you and creatures you choose within 30ft and that can hear you receive temporary hitpoints equal to your half your proficiency bonus (rounded down) + 1 extra temporary hitpoint per creature affected, to a maximum of 5 extra temporary hitpoints.

In addition, creatures affected by your ability within 10ft of yourself also gain the benefits of the help action.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Canine Senses

Due to your enhanced hearing and sense of smell, you have proficiency in the Perception skill.

Canine Ancestry

You carry the unique traits of your canine progenitors within you. Choose one of the following Ancestries:

Guardian. 

Vigilant. You cannot be surprised while you are conscious.

Watchdog. You have advantage on any checks made to keep watch over someone or something, and you can finish a long rest with only four hours of uninterrupted rest as opposed to 8 hours.

Hound.

Adept Tracker. You gain proficiency in the Survival skill, in addition you have advantage on any Survival checks made to track down any objects or creatures.

Hounds Intuition. Once you reach 2nd level, you always have the Locate Object spell prepared, and once you reach 7th level you always have the Locate Creature spell prepared. Neither of these spells count against your total number of spells known. Once you cast either spell with this trait you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Shepherd.

Commanding Presence. You have proficiency in the Intimidation skill.

Shepherd's Command. You bark an intimidating or inspiring command to reposition others. On your turn when you take the attack action you can replace one of your attacks with a commanding bark, creatures within a 15ft cone in front of you that can hear you are affected in one of two ways, you choose each time you use this trait:

  • Herd. Creatures you select can spend their reaction to move up to their speed. This movement does not provoke opportunity attacks.
  • Repel. Creatures you select must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or be frightened of you until the start of your next turn, and must immediately use their reaction (if available) to move up to their movement speed away from you. This movement provokes opportunity attacks.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/2/2025 2:30:28 AM
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